Ported shaders from Cg to OgreUnifiedShader (OGRE 14.4+)#23
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ohlidalp wants to merge 16 commits intoOGRECave:masterfrom
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Ported shaders from Cg to OgreUnifiedShader (OGRE 14.4+)#23ohlidalp wants to merge 16 commits intoOGRECave:masterfrom
ohlidalp wants to merge 16 commits intoOGRECave:masterfrom
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ignore the terrain for now and port individual shaders from Cg/ HLSL to UnifiedShader and visually verify that results are the same. |
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This is a spinoff from #21 - when complete, I'll make it standalone and squash it to single commit.
I don't exactly know what I'm doing, but I'm following the docs and log:
gl_Positionandgl_FragColoroutputs, removing the manually declared POSITION/COLOR 'out' params.-DHAZE_DEPTH_TEXTURE=s2becauseSAMPLER2D()cannot evaluate it. It was "s2" everywhere anyway.profilesdeclaration just minimize space for errors by letting OGRE go with defaults. UPDATE: Uncommenting where I get problems likeerror X5608: Compiled shader code uses too many arithmetic instruction slots (75). Max. allowed by the target (ps_2_0) is 64.Status:
LoadLegacyTerrain()line, I get exception "vertex shader %sha1%_VP consumes semantic NORMAL but none provided in vertex" - looks like terrain system doesn't obey the vertexnormals setting.